Staredit Network

Staredit Network -> UMS Assistance -> Scarbs are wierd, they confuse me
Report, edit, etc...Posted by scwizard on 2005-04-28 at 16:54:45
Here is a trigger:
All Players:
Always();

RemoveUnitAtLocation(All, Fireball, All Players, Minor healing potion);
ModifyUnitHangarCount(-1, All, Reaver, All Players, Anywhere);
MoveUnit(1, Fireball, All Players, Backpacky!!!, Town 1 enter);
RunAIScriptAt(Set Unit Order To: Junk Yard Dog, Town 1 enter);
PreserveTrigger();

Fireball = Scarab

What it does is move the scarbs from "backpacky!!!" to a distant "town 1 enter".
Once the scarab is there, it moves straight upward (fast) and exspodes in the middle of nowhere. Ignore the location names, I know their wierd.

The first two actions are my pathetic attempts to remove scarabs from reaver's hangers. The second two, are a pathetic attempt to make scarabs wander, like this.

I left the first two in there, becuase they apeared to do nothing.
Report, edit, etc...Posted by chuiu on 2005-04-28 at 17:30:17
You're trying to do the impossible. You cannot SUBTRACT from hanger amount. The point of the hanger amount action is to ADD to it. Matter of fact, if you open up StarEdit, thats what it says.

"Modify Hanger Amount"
"Add at most # of etc etc"
Report, edit, etc...Posted by warhammer40000 on 2005-04-28 at 17:35:27
Yea, ur trying to do something impossible. you cant make negative hangers... or subtract... >.<
Report, edit, etc...Posted by KrazyKrl on 2005-04-28 at 17:37:31
The reaver needs something to attack. (Use hyper triggers for this method.)

Trigger
Description:
Create the Reaver and attack something
Players:
¤ Owner of the Reaver
Conditions:
¤ Current Player Brings atmost 0 Reaver to backpacky!!!
¤ Current Player Brings atmost 0 Scarab to backpacky!!!
Actions:
¤ Create 1 Reaver for Current Player At backpacky!!!
¤ Create 1 Medic for (enemy of The Reaver's owner) at backpacky!!!
¤ Modify Hanger count for all Reaver at backpacky!!! for Current Player, Add 10 Hanger Count
¤ Preserve Trigger



Trigger
Description:
Detect when the reaver launches its scarab... and do stuff to it.
Players:
¤ Owner of the Reaver
Conditions:
¤ Current Player Brings atleast 1 Scarab to backpacky!!!
Actions:
¤ Move All Scarab for Owner of Reaver at backpacky!!! to Town 1 Enter
¤ RunAIScriptAt "Junk Yard Dog" At Town 1 Enter
¤ Remove 1 Reaver for Owner Of the Reaver at backpacky!!!
¤ Remove 1 Medic for (Enemy of Reaver's Owner) at backpacky!!!
¤ Preserve Trigger


Thats the trigger system I usually use.
Report, edit, etc...Posted by scwizard on 2005-04-28 at 21:22:21
I know that...
What I'm trying to figure out is why they are not junkyard dogging...
Yes, the reaver is attacking. Are you saying that the thing it attacks needs to be removed? I'll try that out.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-29 at 03:44:08
attach the map.
Report, edit, etc...Posted by in_a_biskit on 2005-04-29 at 04:24:25
If you get a reaver to attack something, then move its scarab, am I right in supposing that the scarab will still try to attack whatever it was attacking before?

As a side note, scarabs inside reavers are detectable by triggers with the condition "Player brings at least # scarabs to 'location'." But I don't think that you can move the scarabs as long as they are inside the reaver.
This might have some implication for KrazyKrl's method.
Report, edit, etc...Posted by Ultimo on 2005-04-29 at 04:32:38
Human-owned scrabs won't work with the junkyard AI script.
Report, edit, etc...Posted by Wild9 on 2005-04-29 at 18:21:23
So does that mean i can order my scarab to fly here and there and then loop around a tree and then explode on a comand center?
Report, edit, etc...Posted by O)FaRTy1billion on 2005-04-29 at 18:40:24
No.. either keep it aiming at a target, or use JYD to make it roam around and explode whenever it normally would.

I know ways to make interceptors just sit somewhere and never move, same with scarabs (and of course nukes). Interceptor and Scarab takes 58 seconds to do it tho sad.gif
Report, edit, etc...Posted by Wild9 on 2005-04-29 at 18:46:54
Plz explain how to do that so i can do it too.
Report, edit, etc...Posted by chuiu on 2005-04-29 at 18:47:43
No. And scarabs don't fly.
Report, edit, etc...Posted by scwizard on 2005-04-29 at 20:12:31
QUOTE(Ultimo @ Apr 29 2005, 03:32 AM)
Human-owned scrabs won't work with the junkyard AI script.[right][snapback]197442[/snapback][/right]

That explains everything. I can't belive I didn't know that blushing.gif
QUOTE(O)FaRTy1billion @ Apr 29 2005, 05:40 PM)
No.. either keep it aiming at a target, or use JYD to make it roam around and explode whenever it normally would.

I know ways to make interceptors just sit somewhere and never move, same with scarabs (and of course nukes). Interceptor and Scarab takes 58 seconds to do it tho  sad.gif[right][snapback]197738[/snapback][/right]

You can make scarabs sit still easily. I did it by accident. Also, walking through a scarab has the same effect as walking through mud.
You just say (don't forget hyper triggers):
Always, Move scarabs from "scarab spawn" to "scarab sit here", PreserveTrigger.

I'm trying to figure out how to make scarabs dance, with the same coolness as bolt head made interceptors dance in this map.
Report, edit, etc...Posted by Ultimo on 2005-04-29 at 20:20:24
I'm pretty sure about the junkyard script with scrabs, since I've tried to do it in multiple maps, doesn't seem to work with humans.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-04-29 at 20:46:46
No it does not. only computers.
Report, edit, etc...Posted by Doodle77(MM) on 2005-04-30 at 11:51:08
Ok, the topic is closed now.
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